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REE

F ES
RUL

Your Warband, Your Story


1
Free Rules

Contents
Welcome to the Vanguard........... 3
What you will need....................................... 4
Dice and Tokens............................................ 5
Model Stats................................................... 6

The Rules.................................... 8
Rounds & Turns............................................ 9
Rolling for Power.........................................11
Activations & Actions..................................12
Fatigue..........................................................15
Using Power.................................................17
Movement.................................................... 18
Arcs & Line of Sight.....................................21
Ranged Attacks........................................... 23
Melee Attacks.............................................. 25
Nerve........................................................... 29
Terrain......................................................... 30
Special Rules..................................................33
Magic..............................................................36

Scenarios.................................. 38

Vanguard Game Design


Matt Gilbert with Ciaran Morris and
Andrew Sharp
Additional Development
Rob Burman, Kev Honeysett, Louis
Augustus, Chris Kellahan
Painting
Dave Nield
Graphic Design
Duncan Aldis, Ben Sandum
Photography
Ben Sandum
Scenery
Tabletop World & the author’s collection
Special Thanks
Simon Brown, Steven Clark, Vane
Dolenc, Tom Farley, Elvis Fisher,
Stewart Gibbs, Rob Harper, Matt
Hobday, Marc Langworthy, Richard
McAdam, Calum McIntosh, Martin
Penneck, Philip Scicluna, Dave
Symonds, Rob Taylor, Donn Turner,
Sharad Vora, Alex Younger, and all our
Kickstarter Backers.

2
Free Rules

Welcome to the Vanguard


Kings of War: Vanguard is the fantasy skirmish game set in the world of Pannithor. It is a
magical place, full of wonder, but also one of conflict and war, as almighty armies clash and
empires crumble. Gods and demons roam the world and the skies light up with the crackle of
magic. The mortal races strive for dominance across the vastness of the world; from the depths
of the oceans, across to the deserts and plains, to the soaring mountain ranges and ice-covered
peaks – there is adventure, glory and peril to be had in equal measure.
Vanguard gives you the chance to explore the world through the eyes of an elite Warband.
As neighbours and kingdoms wage war, it’s often the deeds of a hand-picked few - specialists
in their trade - that ultimately win wars for their masters. Whether they are tasked with
plundering an enemy camp, burning their stores, stealing information or assassination of an
enemy commander, the scouting parties of the vanguard are always in the thick of the action,
operating alone and in the greatest of danger.
Vanguard is a miniatures game, played on your tabletop, and puts you right at the heart of the
action. In this book, you will find all the rules you need to play, ideas on how to paint your
models and build amazing gaming tables, and also a detailed campaign system allowing you to
develop your warband through a series of linked games with friends.
Can you guide your band of warriors to complete their missions and find fame and glory? Only
time, skill and a little luck will tell.

Welcome to the Vanguard!

3
Introduction

What you will need


Table and Terrain
You will need a firm, level playing surface to
play your games of Vanguard. An area 3’ x 3’
is the standard size of playing space required,
although it’s possible to play on larger

Models
surfaces too.
Many players will build a collection of
Mantic Games supply a range of ready-made detailed terrain like hills, buildings, walls
Warbands for Vanguard so it’s easy to start and trees which all adds to the realism of
your collection and get playing. You don’t the game. If you don’t already have a terrain
have to paint your models to play the game, collection however, you can simply use what
but painting is a fantastic part of the gaming you have to hand such as books and boxes.
hobby and we would encourage you to do so.
Playing with amazing looking miniatures you
have painted yourself only adds to the fun!
Throughout this book, you will find wonderful
examples of painted models and warbands to
inspire your own collection.
The models for Vanguard are the same scale
as the models used in Mantic’s mass-battle
game, Kings of War. Indeed, players of both
games could easily use their Vanguard models
as heroes and unit champions in their Kings of
War armies.

Bases
Models should be glued to the square or
Tape Measure
rectangular base they are supplied with Distances and ranges in Vanguard are
which will be the size appropriate for measured in inches.
the model. A model, or parts of one, may
extend over the base, but the base itself Pre-measuring is allowed – you can check
defines where the model is for all game distances and ranges at any time during the
purposes (such as measuring movement game. When measuring to or from a model,
or range to a target). use the model’s base.

Typically, human-sized models come on


square 20mm or 25mm bases. Big brutes
like ogres and trolls can be on 40mm
or 50mm bases and cavalry models or
similar will be on rectangular 25mm x
50mm bases.
Models should be positioned on their
base in a way which clearly shows the
way the model is facing so that it is
obvious where the model’s front and rear
arcs are (see page 21).

4
Introduction

Dice
Vanguard uses two types of dice.
Re-rolls
Sometimes you will get the opportunity
D8 to re-roll one or more dice. You must
accept the second result, even if it is
8-sided dice are used for determining most worse than the first. You cannot re-roll
actions and results in the game. These are an already re-rolled die!
rolled and read just like normal 6-sided dice.

Tokens
Vanguard uses a number of tokens to
represent the status of models during play.
These are placed next to the models as a
reminder. Some have more than one status on
them to help keep the number of tokens on
the table to a minimum. These are available to
purchase separately.

You may sometimes have to roll more than


one die to see what happens. For example,
Activated
2D8 means roll 2 8-sided dice and check each
score.
Dice results may be modified. For example, a
modifier of -1 means subtract 1 from each of Braced
your results. Unless specified otherwise, these
are cumulative (e.g. two different +1 modifiers
results in a +2 modifier for the roll).
Sometimes rolls may benefit from bonus dice
(or even lose dice). Add or remove the number Fatigued
of dice specified before making the roll.

Power Dice
Power Dice are 6-sided dice with special
symbols on them. They are rolled to generate Knocked-down
Power which is then spent on Special Abilities
and activations for your models in the game.

Wounds

If the rules specify to roll a die, a D8 is Spell Effects


implied. The rules will be explicit if a Power
Die is to be used.

5
Introduction

Speed (Sp)
Model Stats This value shows the distance the model can
Not all Warbands and their warriors are equal. move in inches.
They will all have different abilities, strengths
and weaknesses. In the game, these are Ranged (Ra)
represented by each model having a number of
statistics (stats for short), skills, special rules This value is the target number the model
and other game values. Warband stat cards are needs to roll to hit a target when using a
available as a great reference to use during the ranged attack, typically as part of a Shoot or
game so the details of your Warband are easily Cast action.
at hand.
Melee (Me)
Snow Troll
40mm 34
This value is the target number the model
Troll • Large
Wn H needs to roll to hit an opponent when making
Sp Me Ra Ar Ne
6 5+ - 4+ 4
+ 5 3 a Melee attack.
rate (6+ ), Vic iou s,
Regene
Crushing Strength (2) Armour (Ar)
nt: Good
Ranged: - Melee: 4d8 Alig nme
This value is the target number a model needs
pting to Break Away from
a Troll, enemy models have a -1 modifier to roll to avoid taking damage and suffering
n attem
Vicious Swipe - Whe
when they make their
Armour Save roll. wounds.

Nerve (Ne)
This value is the target number for any Nerve
Each model in the Warband will have the tests the model needs to take. This will
following stats: come into play if the Warband is broken or if
something unnerving happens!
Faction Symbol
Which faction the model is fighting for.
For example, Goblins, Northern Alliance,
Basileans, Nightstalkers etc. Your Warband
has a single faction, although it is possible to
draft in other soldiers, such as Mercenaries.

Race Wounds (Wn)


What race the model is. The model’s Race is
also a keyword that may interact with other This value shows the number of wounds the
rules. model can suffer before it is usually removed
from play as a casualty. The larger the
Class number, the more resilient (or stupid!) the
model is.
Models will be one (or more) of the following
classes: Wound counters are used to track how many
wounds a model has suffered. They are placed
GRUNT, WARRIOR, SUPPORT, COMMAND, next to the model as each wound is suffered.
SPELLCASTER, LARGE When a model reaches 0 wounds (or fewer!),
Class is important when building a Warband. it is usually removed from the game as a
A model’s Class is also a keyword that may casualty (too injured to continue…or possibly
interact with other rules. dead!).

Height (H) Base


The height of a model affects how it interacts Each model’s card or entry will indicate the
with other models and terrain for Line of model’s base size (e.g. 20mm, 40mm etc.)
Sight (LOS). A base size of Cav means a 25mm x 50mm
cavalry base.

6
Introduction

Equipment
Every model in the game is assumed to be
naturally equipped with the basic weapons
(or teeth, claws etc.) and armour they need to
survive. However, some models come equipped
with extra ranged weapons, specialist armour
and even rare or magical artefacts. This will
be listed on a model’s stat card. Additional
equipment can also be purchased for models.

Attack dice
By default, models will use the number
of Ranged or Melee attack dice
stated on their stat cards. However,
some equipment comes with its own
replacement number of attack dice.
If the Type of equipment is followed by a
number of dice, use that many dice (with
any appropriate modifiers) when making
an attack with the equipment.
For example, a Bow has a Type of
Ranged. The model making a Ranged
attack with a Bow uses the number of
dice stated on its model stat card.
However, if the same model was given a
Dwarf Flame Thrower, that equipment
has a Type listed as Ranged (4D8). When
the model uses the Flame Thrower to
make a Ranged Attack, 4D8 would be
used instead.
A model must have a weapon or spell
with a listed range in order to make a
Ranged Attack. If not, even if a number
of dice are listed for the model, an attack
cannot be made.
Equipment Cards
Some equipment may be represented using
Vanguard equipment cards. If a card is used
to represent a model’s piece of equipment, it
should be placed with the model’s stat card as
a reference during play.

7
The Rules

THE RULES
In a game of Vanguard, both you and your The following pages are intended to introduce
opponent take control of a Warband that you you to the rules in a prescribed way as follows:
will be using to play an exciting skirmish
• The structure of the game
encounter using your models. In each game,
you will play a particular scenario that • Rounds and Turns
describes what each player needs to do to • Rolling for Power
win. Maybe one side has to defend their • The End Phase
army’s baggage train from the enemy force,
• Things you can do
or perhaps both are fighting over control of a
vital river crossing. • Activations (and Actions)
• Fatigue
Once the battlefield has been set up with
terrain and any objectives, the scenario you • Using Power
are playing will also tell you how to deploy • How you do them
your models ready to play. Details on how to • Movement
set up the table ready for play are found on
page 38. • Arcs and Line of Sight
• Ranged Attacks
• Melee Attacks
• Nerve

Exploding 8s!
For certain rolls in the game, a
mechanism called Exploding 8s! is used.
You will be told when the Exploding 8!
mechanism applies.
This means that for each natural dice
result of 8 in the roll (regardless of
any modifiers), an automatic success
is achieved and another bonus die can
be rolled to see if a further success is
achieved. It’s possible to keep rolling 8s
and to keep getting bonus dice!
Conversely, all natural die results of
1 (regardless of any modifiers) are
Friendly Models automatic failures.
If a rule refers to friendly models, this Scoring a 1 or an 8 after the application
means all models in your Warband. of any modifiers is not an automatic
result.
Enemy Models
Conversely, your Warband’s opponents
are considered the enemy models in the
rules.

Neutral Models
If a scenario requires other, third
party models to be involved, these are
considered Neutral.

8
The Rules

Rounds and Turns


A game of Vanguard is played across a number
of Rounds. Within each Round, players
alternate taking Turns, activating their
models, until both players have completed
activating their whole Warband. A game
might last a set number of Rounds, or be
determined by a particular victory (or defeat!)
condition. The scenario being played will tell
you how long to play for. Typically, games last
around 5 or 6 Rounds.

Game Sequence
1. Set up
2. Deploy your models
3. Determine who takes the first turn
4. Play Rounds
a. Roll for Power
b. Take alternating Turns,
activating models
c. End Phase
5. Determine the winner!

A Round will always begin with both players


Rolling for Power. Players then take their
Who goes first? alternating Turns. During each of their Turns,
The scenario being played will determine a player gets to do something (act) with a
which side will take the first Turn in the first single model, or group of models, of their
Round. choice. Each model in a Warband only gets
to act once in each Round. During the Turn
In subsequent Rounds, the player that in which it is acting, a model is known as the
finished activating their models first in the acting (or active) model. Once it has finished
previous Round takes the first Turn in the acting, the model is marked as Activated by
new Round. placing an Activation token next to it.

Taking Turns
Once a player has finished activating all their
models and declares they are finished, the
player with models yet to activate continues
playing Turns until their models are also all
Activated. Once a player has declared they
are finished for the Round (including any/
all Heroic Effort Actions – see pages 15 and
16), they cannot then change their mind! All
models must be Activated, even if they then
don’t perform any actions. Players may not
choose to pass a Turn.
Once all models on both sides have Activated,
no more Turns are played and the Round
concludes with the End Phase.

9
The Rules

10
The Rules

Rolling for Power


Power Dice are a representation of the
training, co-ordination and cunning of
a well led and experienced fighting
team. They are a limited resource
that can be spent on accessing
certain abilities or even
boosting spells and attacks.
Learning to manage your
Power resource and when to
spend it is a skill you will have
to master!

1) Roll
At the start of each Round, before any
Turns are taken, each player rolls their
Power Dice. Create your pool of Power Dice
by taking three RED Power Dice and then
adding any extra dice as indicated on your
Warband’s stat cards (count only models
that are still in play, not any removed as a
casualty). These extra dice will be either RED,
WHITE or BLUE. Roll all your Power Dice
simultaneously.

2) Re-Roll
After rolling, starting with the player who will
go first this Round, both players may re-roll
one of their Power Dice for each model of
COMMAND Class they have on the table in
play. If a player re-rolls any of their dice, they
must keep the new result(s). The End Phase
Important: If no models with the COMMAND Once both players have finished activating
Class are left alive in a Warband, that player all their models, including any Heroic Efforts
loses the ability to re-roll any Power Dice. (see pages 15 and 16), the Round concludes
with the End Phase. During the End Phase,
3) Set both players now perform the following steps
Finally, each player sets their Power Dice in order:
results beside their edge of the table. They 1. Resolve all effects and abilities that state
will be available to spend on augmenting the they take place in the End Phase.
actions and abilities of the Warbands during
the Turns of both players in the coming 2. Spend any remaining Power to clear
Round. The total number of swords rolled Fatigue tokens from models in their
on all the dice combined is the total amount Warband. This is not mandatory however,
of Power the player has to spend during the a player is free to keep a model Fatigued
Round. if they wish.
3. In readiness for the next Round, clear
Players can spend as much Power as they like away all Activation tokens from the table
during a Turn and the dice can be used to and any other tokens (e.g. some spell
track this. Any Power that is not spent by the effects) that are no longer required.
end of the Round is discarded. See the table
on page 16 for more detail about how and 4. Any Power still unused at the end of this
when Power can be used. phase is discarded – it is not carried over
to the next Round.

11
The Rules

Activations
When a model is activated during a player’s
Turn, it may perform either one long action or
up to two different short actions. Any model
that is in the middle of its activation is called
the acting, or active, model. Shoot (short) – Only models with a ranged
attack option (spell or weapon) and that are
Note that unless specified otherwise by a not Engaged may take this action. Target
Special Ability, rule, or by making a Heroic a single enemy model unless specified
Effort with the model later (see page 15), a otherwise. The target must be in range, in
model may only perform each type of action the front arc of the firing model and the
once in a Turn. Note that while both are firing model must have LOS to the target. In
movement actions, Run and Walk are different addition, the target cannot be Engaged. See
types of action. the Ranged attack rules on page 23.
A model that starts its activation Knocked-
down, must Stand Up as its first action, even if
Engaged.
The basic actions available to models in
the game are listed below. Each action also
indicates whether it is (short) or (long). An
action must be completed fully before another
can be taken.
Stand Up (short) – A model that is Knocked-
down and is lying on the ground must Stand
Actions Up before it can take any other actions.
Walk (short) – Only models that are not
Melee (short) – The model makes a Melee
Engaged may take this action. Move the model
attack against one model it is Engaged with in
up to its Speed in inches in any direction and
its front arc. Unless it intends to make a Break
leave it facing a desired direction. A Walk
Away or Brace action, a standing model that
action must be performed even if the model is
is Engaged with one or more standing enemy
being simply turned on the spot to face a new
models must perform a Melee action on one of
direction. Models cannot move within 1” of
those models. It may turn on the spot to put
enemy models unless they are Engaging one
the target in its front arc if there is room for
of them (see ‘Engaged’ opposite). See the full
the base to fit. See the Melee attack rules on
rules for Movement on page 18.
page 25.

12
The Rules

Cast (variable) – Only models that are not


Engaged and with the SPELLCASTER Class Engaged
can use the Cast action.
Models in base-to-base contact with a
Note: Cast can be repeated as an action in a standing enemy model are Engaged by it.
Turn. When a model moves to Engage another
model, place the front of the moving
The spell name will indicate if it takes a long model’s base flush against the target’s
or short action to cast. See Magic on page 36. base on the side contact was made, as
Run (long) – As a Walk action but the model centrally as possible.
may move up to twice its Speed in inches in If a Group Charge (see page 16) is being
any direction. If the model Engages an enemy performed, arrange the moving models
model at the end of its move, the Run will as equally as possible if they are going to
qualify as a Charge action instead if both: Engage the same target. Corner-to-corner
1. The moving model had Line of Sight (see base contact is not enough to Engage a
page 21) to the Engaged enemy model model so is not a valid charge move for
before it moved. that target. See the Melee attack rules on
2. It took the most direct route it could to page 25.
the target, only deviating from a straight Only a qualifying Charge action to
line to avoid Impassable Terrain or Engage an enemy model triggers a free
friendly models. In addition, the moving Melee action.
model cannot come within 1” of enemy
models it is not going to Engage unless A model that is Knocked-down cannot
they themselves would be within 1” of Engage an enemy model (but can be
the moving model’s final position once Engaged by one). See page 19 for more
Engaged. details.
If the move qualifies as a Charge action, the A standing model that is Engaged by an
charging model gets an immediate free Melee enemy model can only make Melee, Brace
action against the Engaged target. or Break Away actions.

13
The Rules

Brace (long) – The model prepares and steels


Engaging models behind itself for an attack. The model may turn to
face any direction but otherwise doesn’t
obstacles move or act in any other way. Its Armour is
Sometimes a model will position itself improved by one (e.g. 5+ becomes 4+) from
so that it is touching an obstacle to any attack coming from its front arc until the
put a barrier between it and any enemy model is next activated (place a Brace token
models. It is still possible to Engage such next to the model as a reminder). Brace is
a model and attack it. The attacking only removed by starting a new activation,
model must be able to move and reach including a Heroic Effort, or when the model
the enemy model (ignoring the presence is Knocked-down. Note that a standing model
of the obstacle for this calculation), may perform a Brace action while Engaged.
making contact on the long edge of an
obstacle and within 2” of the target
model – there’s no charging one end
and then fighting a model way down
the other end! If the moving model can
achieve this, place it flush against the
obstacle, directly opposite and facing the
model it is going to attack.
Even if a model can move to within Break Away (long) – A model that is Engaged
2” of a target on the other side of an by one or more enemy models may attempt to
obstacle, there must still be room to break away instead of taking a Melee action.
move the model into position opposite to Any Standing enemy models Engaged with the
be Engaged. If other models are already model wishing to Break Away may immediately
Engaged and in the way, then the model make one free Melee action against the model
cannot Engage the target. Project the Breaking Away. The model Breaking Away may
edge of the target’s base against the not Retaliate to these attacks.
obstacle across it to determine how much Models that are Knocked-down are ignored, as
space attacking models have to use. are any models that the model Breaking Away
Models that are Engaged across an is wholly in the rear-arc of. If the model is still
obstacle are free to move away from one alive and standing, it makes a Run action in
another without having to use a Break any direction, following the normal movement
Away action. rules. It may not Engage another enemy model
when doing so.

14
The Rules

Fatigue
Sometimes, individuals in a Warband will push A Fatigue Action cannot be given to a group
themselves to make an extra yard of ground, or (see page 17), only to a single model. That
fight that little bit harder. Such heroic efforts is, you cannot combine Fatigue Actions with
can come at the expense of exhaustion however, Group Actions. An activated member of a
or finding yourself exposed. group may still receive a Heroic Effort Action
later by spending Power however.
During its activation, a model can be given
an additional short action. This extra action If a model is marked as Fatigued at the start
must be taken after the model’s “normal” of its activation, it may only perform one
actions for the Turn. It is known as a Fatigue short action. In addition, it cannot have a
Action, and the model is then marked as further Fatigue action played on it that Turn
both Activated and Fatigued at the end of its (although it may make a Heroic Effort in a
activation (i.e. once all its actions and any later Turn). Once the model’s activation is
attacks are resolved). A Fatigue Action cannot complete, the model is marked as activated
be a repeat of an action the model already and the Fatigue token it started the activation
made this Turn (this includes any free Melee with is removed.
action as a result of a Charge).
If a rule says to place a Fatigue marker
A Fatigue Action can also be given to a model on a model that already has one, there
that has already activated by spending Power is no need to place a second marker
as described below. This is known as “Heroic as there is no additional effect.
Effort”. See the table on page 16 for more
details.

15
The Rules

Standard Power Uses


Power Purchase Description
Cost
1 +1 Model What: Activate a second model that has not yet been activated. Cannot be used to trigger
Activation a Group Action, or a Heroic Effort.
When: After you have finished your first activation. You may only purchase one +1
Model Activation result per Turn. Unless specified otherwise by a model ability or
Warband special rule, you may only activate a maximum of two models (or 1 model and 1
group) per Turn.

1 +1 Die What: Add 1 bonus die to any of your Shoot, Cast, Armour Save or Melee rolls.
When: Whenever you make a Shoot, Cast, Armour Save or Melee roll, including during
your opponent’s Turn (e.g. when Retaliating). The Power must be spent, and the bonus
die added, before the roll is made.
You may purchase a maximum of one extra die for a single dice roll.

1 Heroic Effort What: 1 Power may be spent to give any single model that has already activated this
Action Round a “Fatigue” short action.
When: The model chosen cannot already be Fatigued. Going back to a model to give it a
Fatigue Action in this way is done instead of activating a model (or group) normally for
a Turn (i.e. it replaces a normal activation). For the purposes of any rules or abilities, it
is still considered an activation of the model. A Heroic Effort action bought like this
with Power CAN be a repeat of an action the model already performed earlier in the
Round. A player may continue to buy Heroic Effort Actions during a round even if all
their models have activated normally until they declare they are finished for the Round.

1 Clear Fatigue What: 1 Power may be spent to remove a Fatigue token from a model in a player’s
Warband. Each Power spent clears one Fatigue token.
When: In the End Phase.

2 Group Defence What: GROUP ACTION. The members of the group each make a Walk and then a Brace
(up to 3 models) action.
When: Spend the Power to nominate a group and activate them together. The group
members must finish their movement within 3” of each other.

2 Group Shoot What: GROUP ACTION. The group members may all either Walk then Shoot, or Shoot
(up to 3 models) then Walk. If Shooting is a long action normally for any model in the group, that model
may not Walk as part of the group action. All members of the group must be eligible to
take a Shoot action.
When: Spend the Power to nominate a group and activate them together. The shooting
models must all shoot the same target or different targets within 3” of each other. Shoot
with all models in the group before Walking (or vice-versa). Shooting is resolved one at
a time in any order you wish but all targets must be declared before dice are rolled.

2 Group Assault What: GROUP ACTION. The group members all make a Run action and Engage an
(up to 3 models) enemy model.
When: Spend the Power to nominate a group and activate them together. Models in the
group may already be Engaged (in which case they will not move, nor get any possible
Charge bonuses). The group leader must have LOS to the initial target. Take all LOS,
before models are moved, from the nominated group leader and use this for each of the
group members for this Group Assault to determine the enemy models they will be able
to Engage. Models moving after the first has made contact, must Engage either the same
model another member of the group already has (or is already Engaged with), or a target
within 3” of a model a group member has Engaged. Declare the targets and then move all
the attacking models first, before resolving any free Melee actions for qualifying Charge
actions in the order you wish. Models in the group that were already Engaged also make
a single Melee action each.
Any follow up moves for killing enemy models are performed after all attacks are
resolved. Models in the group making follow up moves do not have to finish them within
3” of each other.

Various Warband or Model What: Use a Warband or model’s Special Ability. The effect is different for each
Special Ability (n) Warband or model and explained in the Warband list or on the model’s card. Special
Abilities do not count towards any other restriction on the number of actions per Turn
unless specifically mentioned otherwise (e.g. as a Group Action).
The Power cost of the Special Ability will be given in brackets after its name. For
example, a Special Ability with a (2) after it, requires 2 Power to use.
When: The rules for abilities will indicate when you may spend Power to use the ability.
If a model dies, any Special Ability listed on its card can no longer be used. A Warband’s
Special Ability is always available to use however.

16
The Rules

Using Power
Each Round, players have a limited resource
of Power to spend and enhance the actions
and abilities of their models. A player can
spend as much of their Power as they wish to
during a Turn.
To help keep track of Power, it’s easiest to put
the Power Dice to one side as you spend it. If
you have a die result which shows a higher
amount of Power than you want to spend,
simply turn the die to the amount remaining
(for example, from 2 swords down to 1).

The common Group Actions available to all


models and Warbands are listed in the table
opposite.

Model Special Abilities


Some models have Special Abilities. These will
Spending Power be described on the model’s card or Warband
Players may spend their Power to “purchase” entry, and cost Power to use as explained
various options or activate special abilities. previously. Unless specified otherwise, a
These might be specific to a model or model with a Special Ability may only use
Warband, or one of the standard uses from the it once per Round. They may use multiple
table opposite. abilities if they have them, however.

Group Actions Mind- screech


Nightstalker • Sp
ellcaster, Large
50mm
31
Using Power, you can activate a group of
models together. All models in the group must Sp Me Ra Ar
Ne Wn H
not have already been activated this Round. 4 - 4+ 5+
4+ 4 3
This is called a Group Action and all models 1x Stealthy, Fly
are considered to be performing a long action
for the Turn, and must be eligible for a long Ranged: -
Melee: -
action before any special rules are used. Once Spells: Lightning Alignment: Evil
Bolt (long), Hamm
the Group Action is complete, all models in DRAW DARK PO er (long)
WER (1) - Use this ability
the model to cas when taking a cas
the group are marked as activated. You may t a long action spe
ll as a short action t action. Draw Da
rk Power allows
.
not then add a Fatigue Action to any group All-seeing - The
Mind-screech can
rear arcs). draw LOS and cas
members, however they may be chosen for a t spells all round
(into both its front
and
Heroic Effort later in the Round, as normal.
To make a Group Action, nominate a model
to be the group leader, and then up to 2 more Warband Special Abilities
models within 3” of the group leader. The
selected models form the group. Some models While the makeup of Warbands can and will
have Special Abilities that are also Group be very different, every faction has a generic
Actions. The model with the Special Ability Special Ability that is always available to
must be the nominated group leader in order Warbands of that type.
to use the ability. Unless specified otherwise, Warband Special
Participating in a Group Action replaces a Abilities can only be used once per Round, at
model’s normal activation for the Turn. You any time during one of that Warband’s Turns.
cannot activate a single model, move it to Just like Model Special Abilities, these cost
join a group and then attempt a Group Action Power to use as explained earlier.
involving that model, for example.

17
The Rules

Sister Arvenia loosed another arrow. It Movement


struck one of the creatures in the chest. It
Moving your models around the battlefield is a
screamed in what she could only assume
vitally important part of the game if you want
was pain – a piercing shriek that tore into
to ensure you have the right models in the
her mind like a serrated blade. Wincing
right places and doing the job you need!
through the noise, she nocked another
arrow and loosed. This shaft stuck the How far a model can move, in inches, will
creature’s head, silencing its horrifying be stated in the action they are taking (see
screams. page 12).
From her hidden vantage point at the Unless stated otherwise, can only move
forest’s edge, she had a good position to forwards, however they may turn (rotate on
see the rest of the ambush. Her sisters, the spot any amount) as many times as they
supported by the men–at-arms of the wish during their movement to navigate the
local garrison, had tried to intercept an battlefield. When turning, a model’s base
advancing group of the repulsive creatures. may temporarily overlap another model’s
They didn’t seem to have any kind of or impassable terrain during the turning, as
military organisation but they were vicious long as the base ends clear at the end of the
and utterly lethal. As she scanned for turning. Use a tape measure along the path
targets, she saw a swordsman hewn in two the model is taking to determine how far it
by a sickle-wielding spectral monstrosity. has moved.
One of her sisters choked for air as her

û
lungs were pierced by a dozen black claws.
At the centre of it all, the Abbess held firm.

ü
She wheeled and spun, cracking skulls and
parrying claws with each movement, but
always staying in the same place; refusing 6”
to yield a single step to these monsters.
It was like seeing a single light standing
against the darkness – a stirring sight for 5”
any daughter of Basilea.
Arvenia felt her blood run cold. Her spine 4”
tingled. Had she been flanked? There was
no time to hesitate – she had seen first-
hand how fast they were. She spun around, 3”
bow still drawn, ready to fire in a moment.
The forest stretched out before her. Its 2”
boughs were dark and unnerving, its roots
resembled tangled limbs. Nothing moved,
there was no sound, no life of any kind. No 1”
threats. She stared into the gloom, trying to
quiet her breathing. A cold sweat covered
her skin as she tried to supress a shiver. 0
She never felt the blade sink into her back.

Make sure that at the end of the move the


model is facing the direction you want it to
as they cannot change facing after the action
is over.
Unless a model is moving to Engage an
enemy model, it may not move within 1” of
any enemy models (See Run on page 13).
A model cannot move through any other
models, including friendly ones, except
while turning as noted above.

18
The Rules

Terrain on the table can affect the way models


move. See the Terrain section on page 30 for
more details. Knocked-down
Unless specified otherwise, models cannot Models that have been Knocked-down,
leave the playing surface (treat the edges of are simply placed on their side where
the table as Impassable terrain). they stood. They lose any Brace token
Models ending their movement with their base they had and are considered to be half
touching a linear obstacle (e.g. a wall) must their normal Height (rounding down) for
align one side of their base flush with it. LOS purposes. They are still Engaged if
they were before by any standing enemy
models. Standing models in contact with
1) Move into a Knocked-down model are NOT Engaged
contact by that model so can cast spells or make
ranged attacks against it as well as make
a Melee attack against it if they wish.
Similarly, other models may target the
standing model or Knocked-down model
with Ranged attacks.
Any attacks against a model that is
Knocked-down are considered to be from
its rear arc.
A model that is Knocked-down and
is lying on the ground must Stand Up
2) Align to before it can take any other actions.
obstacle Players may not wish to
lay their painted models
on the table (or there
might not be enough
space). In this case, place
a token next to the model
to show its status.

19
The Rules

Models dropping further than their Height


are Falling and take (n) hits with Crushing
Strength (n), where n is the difference in
inches between the model’s Height and the
distance to the ground, rounding down.

3” Thus a Height 2 model pushed down a 4”


high wall will take 2 hits from Falling, each
with Crushing Strength (2). A Height 1 model
moving down the same wall would take 3 hits
from falling, each with Crushing Strength (3).
A model that takes any wounds from Falling
ends its action and is Knocked-down. See the
3” special rules on page 33 for details on Crushing
Strength.

Vertical Movement
Moving up and down stairs has no penalty.
Models can Climb up or down ladders, Jumping
counting the height of the ladder in inches as A model can Jump across gaps at the same
part of their movement. level that are equal to or less than half its Sp
Models can Climb up or down surfaces that value in inches but must make a test against
the players have agreed require it, counting its Sp value to do so and have sufficient
the height in inches of the surface being movement to land and be placed on the
scaled as Difficult Terrain and part of their opposite side. Roll a D8 and add the model’s
movement. Sp value. If the result is 9 or more, the model
successfully jumps the gap and may continue
In both cases, they must reach the top (or moving on the other side. Otherwise, the
bottom) by the end of their activation. Models model Falls into the gap and may take damage
cannot stop part-way up a wall, ladder or as a result (see Falling above). The falling
other surface during a Climb. A model that model is placed in the level it lands, directly
would end its movement at the top or bottom below the point the jump was attempted from.
of a surface being climbed is considered to Note that for this test, a roll of 1 is always a
have successfully moved between levels and is failure and 8 is always a success.
placed at the appropriate end, with no further
movement allowed as part of that action, but
there must be sufficient room to place the
model in position or the action cannot be
performed.
Models with Race keywords of BEAST or
MACHINE, those with equipment of type
Mount, and models with the Cavalry special
rule, cannot Climb.

Dropping Down and Falling


On vertical surfaces, models can safely
drop down their Height in inches without
taking any injury (instead of a controlled
Climb). This movement can be voluntary (e.g.
dropping to a lower level) or involuntary (e.g.
pushed off a cliff!). The vertical distance is
counted as part of the model’s movement.

20
The Rules

Arcs and Line of Sight


Arcs
Models in Vanguard are mounted on
square bases, with the back edge of the
base defining the rear arc of the model.
To make it obvious which is the back edge,
models should be glued to their base clearly
facing one of the straight edges.
A model can potentially see anything in its
front arc (subject to Line of Sight). Line of
Sight (LOS) to anything wholly in the model’s
rear arc is considered to be Blocked.

If a model is standing on (not in) terrain, then


add the height of the terrain to the Height of
Front Arc the model when determining LOS.
Example: A model standing in an area of forest
would not add the height of the forest to its own
Height for LOS, but a model standing on the
first floor of a building would add the height of
that floor to its Height.

Rear Arc Blocked & Partially Blocked


Obviously on a battlefield there are many
obstacles and pieces of cover that the enemy
may utilise to protect themselves. The
Height system is used to determine whether
Line of Sight (LOS) you still have LOS when you can’t draw an
Even if something is in a model’s front arc, uninterrupted line.
other models and terrain may prevent the LOS from your model to an enemy model is
model from having LOS to it. A lumbering considered Blocked if a line to all parts of the
troll will most certainly block the view of a enemy model’s base passes through:
lowly goblin!
• A model or terrain piece of the same
LOS is determined using a bird’s eye view. If height or more as your model, and the
your model can draw an uninterrupted line enemy model does not have a greater
from anywhere on its base to the whole of the Height than the blocking item. (If the
enemy model’s base then you have Clear LOS. enemy model does have a greater height,
In most cases, it will be obvious if a model LOS is only Partially Blocked) – see
has LOS to something or not. In cases where below.
it isn’t however, all models and terrain have a • A blocking model or blocking terrain
Height which can be used to check for LOS. piece of the same height as the enemy
model. However, this may be ignored
As a general rule for terrain, each 1” of height if your model has a greater height than
is equivalent to 1 point of Height. For models, the blocking item and is within 3” of the
the Height is listed on their cards. blocking item.
Models that are Knocked-down are considered • If LOS to an enemy model traces through
to be half their normal Height (rounding more than 3” of Difficult Terrain that is
down) for LOS purposes. equal or greater than its Height, LOS is
Blocked.

21
The Rules

LOS from your model to an enemy model is


considered Partially Blocked if: Obstacles
• Only part (not all) of the enemy model’s A model in direct contact with, and
base is in a position that would be tracing LOS over a linear obstacle that
considered Blocked. is of a lower Height than it, can ignore
• The enemy model is behind a blocking that obstacle for determining LOS. For
item but has a greater Height. example, an archer standing against a
• The enemy model is within an area of wall, firing over it, would not have their
Difficult Terrain that is at least Height 1 LOS blocked by the wall itself.
(e.g. shooting at a model within a wood).
• The enemy model is 3” or less within
Difficult Terrain of equal or greater
height.
An enemy model can be seen so long as LOS is
either Clear or Partially Blocked. When LOS
is Partially Blocked, the enemy model is often
said to be “in cover”.

A
r Arc
Rea
X

B û
C

Models A and B can both see model X but in Model X is in direct contact with and facing
both cases, LOS is Partially Blocked by the the obstacle, so can ignore it when tracing LOS
Height 1 obstacle and/or the building. LOS from across it. Therefore model X has Clear LOS to
model C to model X is Blocked by the building. model A. LOS to model B is Partially Blocked
Model D has Clear LOS to model X. by the building which also Blocks LOS to model
C. LOS to model D is also Blocked because D is
wholly within the rear arc of X.

22
The Rules

Ranged Attacks
Whether your models are firing with bows,
throwing knives, hurling arcane explosives or
casting deadly spells, the following rules will
explain how to resolve such attacks.
Ranged Attacks are made due to Shoot or Cast
actions. Unless specified otherwise, a model
may fire one weapon (or cast one spell) at a
single enemy model with its action.
The target of a ranged attack must be in range
and LOS of the firing model. Measure the
distance from the base of the firing model
to the base of the target model between the
closest points. If the distance is equal to or
less than the range value of the weapon, the
target is in range. If LOS is blocked, the attack
cannot be made.
Modifiers and Bonuses
Models can only make a Shoot action if they
• If the firing model has a Clear LOS to the
have a number of dice specified in their stats
target model, the firing model receives
and are equipped with a Ranged weapon. If
one bonus die to add to its roll.
a model has a “-“ listed for its Ra stat, it may
not make a Ranged attack or be given any • If the firing model is standing on terrain
equipment of type Ranged. that has elevated the model’s Height to
3 or more Height levels higher than the
A model may not fire at another model that target model, the firing model receives a
is Engaged with a friendly model. A model +1 modifier to its roll.
that is Engaged itself may not make a Ranged
For example, a Height 2 model standing on a
attack.
Height 3 piece of terrain has a total Height of
If a model has more than one type of Ranged 5. It will gain a +1 modifier when shooting at
attack the player using the model must state models with a Height of 2 or less.
which is being used before any dice are rolled.
Each dice that equals or betters the Ra stat of
To make the attack, the player rolls the the firing or casting model scores 1 hit on the
number of dice shown in the model’s Ranged target. The Exploding 8s! mechanism is used
section on its stat card (or equipment). with each 8 result automatically scoring 1 hit.

23
The Rules

Armour Roll Modifiers and Bonuses


The owner of the target model then rolls 1 die • If the firing model’s base is wholly in the
for each hit scored. For each die that equals rear arc of the target model, the attack
or betters the target’s Armour value, 1 hit is gains Piercing (1) or increases the n value
ignored (saved). by 1 if the Ranged attack already has the
Piercing special rule. Remember, if the
The Exploding 8s! mechanism is used, with
target is Knocked-down, the attack is
each 8 result automatically saving 1 hit.
considered to be from the rear arc.
Finally, the target model suffers one wound
for each unsaved hit. If this takes the target
to zero or less wounds, check the following
conditions:
• If the model’s Class is GRUNT it is
removed from the table as a casualty and
plays no further part in the game.
Example:
• Otherwise, a model on zero or fewer
wounds must now make a Nerve test Player A’s model takes a Shoot action at Player
(see page 29). If the model has taken B’s model. The model is determined to be within
more wounds than it had remaining, the the range of the weapon and LOS to the target is
difference is used to modify the Nerve Clear. The shooting model’s Ranged section says
test. For example, if a model with 1 wound to roll 2D8 and the model rolls an extra dice (3
suffers 2 wounds, the Nerve test has a -1 in total) for the Clear LOS bonus. The model has
modifier: an Ra stat of 5+.
• Down But Not Out - If the test is Player A rolls the three D8s and scores 2, 6 and
passed, the model survives with 1 8. The Exploding 8 means another die is rolled
wound remaining but is marked as which scores a 4.
fatigued (if not already). The model
In total, the target is hit twice (the 6 and the 8).
is additionally Knocked-down.
• Too Much Damage - If the test is Player B now rolls 2 dice for the Armour roll on
failed, the model is removed from the target. The target model’s Armour is 6+. The
the table as a casualty and plays no dice score 4 and 7 so one hit is saved but the
further part in the game. other one causes a wound on the target model.

24
The Rules

Modifiers and Bonuses


Melee Attacks • If the attacking model Charged (Charge
A model that is in base to base contact with action) into the Melee this Turn, it gains
one or more enemy models is said to be 1 bonus die unless the charge was a
Engaged. Hindered Charge. A Hindered Charge is
A model that takes a Melee action makes a one where either or both of the following
Melee attack against one enemy model it is apply:
engaged with and in its front arc. The owner • The target model is defending an
of the attacking model chooses which enemy obstacle
is being attacked if it is engaged with more • The charging model moved through
than one enemy model. Difficult Terrain or over an obstacle
Before any dice are rolled, the attacking • If the target model is Knocked-down, the
player may turn their model on its centre to attacking model gains a +1 modifier to its
face any direction, so long as it remains in roll.
base contact with all the same enemy models • Outnumbering: If one or more other
and there is room to still fit the base in the friendly models, that are not Knocked-
new facing. down or Fatigued, are also Engaging the
If a model has more than one type of Melee target model, the attacking model adds 1
attack the player using the model must state bonus die.
which is being used before any dice are rolled. Each die that equals or betters the Me number
of the attacking model causes 1 hit on the
To make the attack, the player rolls the
target. The Exploding 8s! mechanism is used
number of dice shown in the model’s Melee
with each 8 result automatically scoring 1 hit.
section on its card.

25
The Rules

Modifiers and Bonuses


• If the attacking model’s base is wholly
in the rear arc of the target when the
move to Engage is declared (or is in the
rear arc anyway while already Engaged),
the resulting attack gains Crushing
Strength (1) or increases the n value
by 1 if the Melee attack already has
Crushing Strength. Remember, if the target
is Knocked-down, the attack will be
considered to be from the rear arc.
• If the defending model is the other side
of an obstacle and the attack is in its
front arc, its Armour is improved by 1
for this Armour roll, as if it were Braced.
A model already Braced will still receive
this bonus.

Follow-up moves
If a model kills its enemy and there are no
other enemy models in base-to-base contact
with it, it may make a free follow-up move
Armour Roll of 3” into its front arc, following the normal
The owner of the target model then rolls 1 die movement rules. However, when making a
for each hit scored. For each die that equals follow-up move, models are allowed to move
or betters the target’s Armour value, 1 hit is within 1” of enemy models but they cannot
ignored (saved). contact and Engage them (models will often
be fighting in tight conditions and will have
The Exploding 8s! mechanism is used, with to remain closer than normal to their enemies
each 8 result automatically saving 1 hit. out of necessity). Models in a Group Assault
Finally, the target model loses one wound action that kill their enemies and are no
for each unsaved hit. If this takes the target longer Engaged can each make a free follow-
to zero or less wounds, check the following up move.
conditions: If a model kills its enemy and is still Engaged
• If the model’s Class is GRUNT or it is with other models, it may be turned to face any
already Knocked-down it is removed direction as long as it can still physically fit.
from the table as a casualty and plays no
further part in the game.
• Otherwise, a model on zero or fewer The goblins’ intentions were clear. To
wounds must now make a Nerve test overwhelm them in a rush and pin them down
(see page 29). If the model has taken with sheer numbers, stopping them from
more wounds than it had remaining, the being able to present a coordinated defence
difference is used to modify the Nerve when the greenskins brought up their heavier
test. For example, if a model with 1 wound troops. Indeed, behind the capering throng
suffers 2 wounds, the Nerve test has a -1 that hurtled towards him he could see the
modifier: broad, hulking shape of a troll lumbering out
• Down But Not Out - If the test is of the tree line. A simple strategy, but one
passed, the model survives with 1 that could expose the main army to attack if
wound remaining but is marked as ignored. In any other foe he would have found
fatigued (if not already). The model a grudging respect for their bravery, but the
is additionally Knocked-down. mindless green rabble could not be judged as
• Too Much Damage - If the test is other races. Brazak allowed himself a snort of
failed, the model is removed from derision and waited until the group of goblins
the table as a casualty and plays no was fully committed to their charge before
further part in the game. issuing the order in a single, angular syllable.

26
The Rules

Retaliate
Group Assaults
A model that has been attacked in a Melee and
has survived now has a chance to Retaliate When resolving a Group Assault, the
and attack back. The intention to Retaliate player whose models are attacking
is declared after the attack is resolved. If the chooses the order to resolve each Melee.
model is being attacked by more than one Each attack (and any Retaliation) is
enemy (for example as part of a Group Assault resolved fully before moving onto the
action), the intention to Retaliate is declared next.
after each attack in turn but before the next
one is resolved.
A model that is Knocked-down or that is
already both Activated and Fatigued cannot
Retaliate in a Melee. Therefore, a model may
retaliate a maximum of two times during a
Round.
To Retaliate, the model is turned so that the
enemy model it is retaliating against is in
its front arc. If there is no room to turn the
model, it cannot Retaliate. It then makes
a Melee Attack against its opponent as
described above. Resolve the attack and then
check the following conditions and use the
first which applies:
1. If the retaliating model is not already
marked as Fatigued, mark it as such with
a Fatigued token.
2. If the retaliating model has not already
been marked as Activated this round
mark it as such with an Activation token.
If a retaliating model kills its opponent and is
no longer engaged with any enemy models, it
may make a follow-up move.
Models can’t retaliate against a retaliation is not considered to be an Activation by the
– once both models have struck blows, the model, for the purposes of triggering any
Melee action is over. Note that a Retaliation special rules.

The three Ironclad warriors to his front moved At the last moment the Ironclad squatted back
as one, momentarily evoking the powerful, on their haunches, then gave a massive shove
deliberate motion of the golem automata to meet the goblins. With a shuddering crunch,
used by their dark kin. They braced their small, green bodies burst in all directions
wide shields together in a perfectly executed as the goblin charge was stopped dead in its
Draz’nuth, the edges clattering against one tracks. Brazak issued another curt instruction
another for a moment before becoming still and and the dwarfs took one, very deliberate,
solid as a bastion wall. step forward into their disordered foes. Their
hammers rose up, came crashing down, rose up
The rabble of goblins did not break stride,
again - this time caked with goblin blood - and
however, and Brazak sneered beneath his
fell once more.
beard as they rushed headlong towards the
small shield wall that now protected the only Brazak did not know why the enemy were
entrance to the encampment. A desultory poking around the encampment and he did not
shower of arrows from some too-distant much care. They would not get past his picket
archers thudded into the earth around them while he still breathed.
or pattered harmlessly off their shields, their
energy spent.

27
The Rules

28
The Rules

Fallback Checks
Nerve To make a Fallback Check, simply make a
A model’s Nerve value is a representation Nerve test.
of its morale, willpower and self-control. If
things start to go wrong, or an individual If the test is passed, the Fallback Check is
is required to do something they aren’t succesful and the model (or group) may be
comfortable with, it might take a test of nerve activated as normal.
to overcome it or the Warband will struggle to If the test is failed, the Fallback Check is not
act as a coherent fighting force. successful and the model (or group) must
make a special Fallback! action this Turn (see
Nerve Tests below).
If the rules say a model must make a Nerve If a group fails a Fallback Check, all group
test, roll a single die and apply any modifiers members must make a Fallback! action and
given. If the result is equal or better than the must finish their moves within 3” of each
model’s Nerve stat, the test is passed. If it is other. Power must be spent on the Group
under the model’s Nerve stat, the test is failed. Action before any Fallback Check is made.
A natural die result of 8 (regardless of any
modifiers) is an automatic pass. Conversely, a A Fatigued model that fails its Fallback Check
natural result of 1 is an automatic failure. is marked as Fatigued again after the Fallback!
action (i.e. it doesn’t lose its Fatigue marker at
the end of its activation).

Fallback!
A model making a Fallback! action, must
move towards its own table edge (as
defined by the scenario being played)
along as direct a path as possible and as
far as possible up to twice its Speed in
inches (Run). If there is more than one
Fallback edge defined for a Warband,
use the closest. A retreating model
cannot engage enemy models and normal
movement rules apply. Its Activation is
then complete (mark it as activated).
Models that Fallback! may not have
Heroic Effort or Special Abilities played
on them during their Activation. Power
may be spent to give a model a Heroic
Effort Action later, however, without
having to make another Fallback Check.
Warband Morale
If a model that is falling back reaches
A Warband is broken if it has less than half the edge of the table (or started its
the number of starting models remaining Fallback there), it must make another
(by model count). Determine if a Warband is Fallback Check immediately. If the test
broken at the start of each Round. is passed, the model stops and is marked
Once a Warband is broken, each unengaged as activated. If it fails, it is removed from
model in the Warband must make a Fallback the board as a casualty.
Check the first time it activates in a Round. If a model that is Knocked-down must
If performing a group action, use the Nerve Fallback! it will first Stand Up and then
value of the model nominated for the group to make a Walk action towards its closest
make the Fallback Check. Fallback edge.

29
The Rules

Terrain
An empty battlefield might make moving
models around simple but it’s not very
exciting! Adding scenery to your games makes
for a dynamic and tactical experience that will
help immerse you in the action. While you can
use books to represent hills or a piece of card
to mark the boundary of a small wood, having
some great looking model terrain will really
bring your games to life.
In Vanguard, the different types of scenery
and terrain used are classified into the
following categories:

Open Ground
Areas of flat open grass, road, or any other
clear swathe of land is considered to be Open
Ground. Open Ground doesn’t impede a
model’s movement in any way.

Obstacles will often provide cover for targets


behind them as they can cause LOS (see page
21) to be Partially Blocked. Models cannot
stand on top of terrain designated as a linear
obstacle.
Models standing at windows treat them as
obstacles for all purposes.

Obstacles
Obstacles are linear barriers that may lie
in a model’s path as it moves. Examples are
walls, hedges and fences. Obstacles up to the
height of the model cost 2” of movement to
cross over, regardless of how fast the model is
moving. Anything taller than the model will
need to be climbed up and over.

30
The Rules

Difficult Terrain Impassable Terrain


Areas of broken ground, wooded areas, ruins, Some terrain simply blocks movement. Solid
steep scree slopes and marshy ground are buildings, lava pools, large rock pillars are all
all examples of Difficult Terrain. Models good examples. Models cannot move into or
count every inch moved in Difficult Terrain on top of Impassable Terrain and must move
as 2”. Thus, a model moving 3” through around it.
Difficult Terrain counts as having moved 6”.
Remember, movement is measured from the
front of the model’s base, so once the front
of the model has cleared the terrain it will no
longer be slowed by it.

Areas of Difficult Terrain should be clearly


defined with an obvious boundary. Unless Terrain Heights
the players agree, or a scenario specifies an Terrain will have a Height, just like models do
exact configuration of the elements within the and so will interact with the LOS rules in the
area, they are simply representations and can same way.
be moved to make model placement easier if
required (e.g. you may need to move a tree to Players should agree what Height each piece
one side to make room for a model that has of terrain they are using will be before they
moved). play a game. Because everyone has different
terrain collections, the following table should
be considered a guideline to defining terrain
in your games, rather than hard and fast rules.

Feature Height
Floor 0
Walls, Hedges, Fences,
areas of low-lying ruins 1
and boulders, heavy
scrubland etc.
Gentle hill 2
Wood 5+
Single storey building/ruin 4
2-storey building/ruin 6

31
The Rules

32
The Rules

Special rules
Some models, spells, effects and attacks Breath
make use of a collection of abilities known as Using the width of the firing model’s base,
Special Rules. Each of these Special Rules is extend a rectangle out to the range of the
an exception to the normal rules. The most attack. This is a attack area. The first model
common are listed below. Rules unique to a the attack would hit must be a valid target
model will be printed on its reference card. according to the targeting rules (it is then
considered the “initial target” - with attackers
6th Sense choice if there is a debate). After this, unless
A standing model with this rule attacked LOS is blocked to them, make separate attack
by Melee in their rear arc may turn to face rolls against all models whose bases are
the attacker, which occurs before any Melee partially or wholly inside the designated attack
attack is resolved. The attacking model loses area. Whether a model is Engaged or not is not
any bonus for attacking from the rear. A considered – only those models that are caught
by the attack are affected. Breath attacks may
model Engaged with any other enemy model
gain a bonus dice, by spending Power, or for
may not use this rule. Clear LOS, to the initial target only.
Area Effect (range / dice / rules) Note that Breath attacks can be projected out
Attacks that have the Area Effect rule may also from any of the three base sides in the firing
model’s front arc, but the width of the attack
hit models near to the original target and at
is always the width of the front of the model’s
the same Terrain Height the target is currently base.
on or in. The Area Effect rule will detail the
size of the affected area, how many attack A Breath attack may be targeted at the same
dice are rolled and any Special Rules that may Terrain Height the firing model is in or on,
apply (note that the Special Rules from the or 1 Height either way (e.g. firing up or down
initial attack don’t automatically apply). Once a level). The attack will affect all the models
in the area of the Breath, on or in the target
any damage and effects on the original target
Height. For example, a Height 2 model standing
are resolved, the extended area effect attacks in a Height 2 ruin (total Height 4) could choose to
are then resolved in any order the player using target its Breath attack at any Height from 1 to 5.
the attack wishes. Unlike normal Ranged
attacks, you may not spend Power to gain
additional dice on Area Effect attacks. 6” Z
For example, if an attack has Area Effect (2”
/ 2D8 / Piercing (1)), all models (not just
enemy ones!) within 2” of the original target C B
would be attacked with 2D8 and any hits
resolved with Piercing (1). Roll for each model
separately. Area Effect attacks on a model
other than the original target are always
assumed to be from the direction of the
A
original target.
If the original target is killed, leave it in place
until all Area Effect hits have been measured
and resolved, then remove it. X
Unless specified otherwise, models can only
avoid being hit by an Area Effect attack if LOS
Model X uses an attack with a 6” Breath. Models
to them from the original target would be
A and B are both attacked. While model C is
blocked by Impassable Terrain. Assume the within the template, LOS is Blocked by a Height
original target has full LOS into both front 4 wall and so model C is not attacked. Model A is
and rear arcs for working this out. No bonus the initial target. Model Z is engaged with model
die for Clear LOS is granted however. B but it is not hit by the attack.

33
The Rules

Bloodlust Marksman
Models with this rule add 1 bonus die to their A model with this rule can re-roll any 1s when
Melee attack if the model they are attacking making Ranged attacks.
has already suffered one or more wounds.
Mob Assault
Cavalry When involved in a Group Assault action,
Models with this rule receive a +1 modifier all models with this rule taking part gain
when making Melee attacks against models of Crushing Strength (n), where n is the number
a lower Height (including any Terrain). They of models in the group sharing this rule and
cannot Climb however, and will automatically attacking the same target. Thus, two models
attacking would each have Crushing Strength
Fall if they attempt to Climb down a surface.
(2). Calculate this before each attack, allowing
Crushing Strength (n) Retaliate to reduce the effects by killing
members of the assaulting mob.
Melee attacks from models or weapons with
this rule apply a -(n) modifier to the target’s Parry
Armour Roll when attempting to save against When targeted in Melee, which includes
hits. For example, an attack made with Retaliate, the player owning the target model
Crushing Strength (1) would change a roll of 5 can force the attacking player to re-roll one
to 4. die that scored a hit. This can be used to
Defender re-roll an Exploding 8 to try and prevent it
Exploding!
Brace is a short action for models with this
special rule. Pathfinder
Dodge Models with this rule treat any Difficult
Terrain they move through as Open Ground
When targeted by a Ranged attack, the (including in a Charge action).
player owning the target model can force the
attacking player to re-roll one die that caused Piercing (n)
a hit. This can be used to re-roll an Exploding Ranged attacks from models or weapons
8 to try and prevent it Exploding! with this rule apply a -(n) modifier to the
Fly target’s Armour Roll when attempting to save
against hits. For example, an attack made with
Models with this special rule can move over Piercing (2) would change a roll of 7 to 5.
other models and terrain that would normally
block their way. They can also move up or Pound
down a number of levels of height up to their If an attack with this rule scores 3 or more
Sp value with no penalty (or chance of injury). hits and the target is not killed, it is Knocked-
However, they still cannot end their move on down. Apply this rule after any possible Down
Impassable Terrain or other models. Fliers But Not Out result.
may Run or Walk normally across Difficult
Terrain, including landing in it. Fliers making Regenerate (n+)
a qualifying Charge out of Difficult Terrain When a model with this rule activates for the
may gain a bonus dice. Fliers charging into first time in a Round, roll a die. If the result is
Difficult Terrain cannot gain a bonus die equal to or better than the n value, the model
unless they also have Pathfinder. recovers one wound previously suffered in the
game. Note the Exploding 8s! mechanic does
Headstrong not apply to this roll.
If a model with this special rule is Fatigued,
when it is activated, roll a die. On a 6+, the Reload
Fatigue token is removed and the model may Shoot is a long action for any Ranged weapons
act as normal, including taking a Fatigue with the Reload rule. However, the model may
Action at the end of its activation if the player pivot on the spot before making an attack.
wishes.
Alternatively the model may Shoot as a short
Inspiring action, but with a -1 to hit modifier. In this
case it may not pivot first.
A model with this rule, and all friendly models
within 6” of it, may re-roll failed Nerve tests.

34
The Rules

Scout Stealthy
After all standard model deployments have When making Ranged attacks at a model with
been made, but before the game starts, models this rule, attacking models suffer a -1 modifier
with the Scout skill may set up outside their when rolling for hits (including casting
deployment area but not within 12” of the spells).
enemy deployment area or 12” of an enemy
model. In addition, Scouts cannot be placed Stubborn
within 4” of anything identified as a scenario A model with this rule may re-roll failed
Objective. If both players have models with Nerve tests.
Scout, the player that finished deploying
their other models first chooses the first Swarm
Scout model to be deployed – the players When contributing to an outnumbering bonus
then alternate placing their Scouts. Models for another models Melee attack, models with
with Scout may always be placed in their own this rule grant 2 bonus dice.
deployment area as normal if desired.
Unbreakable
Smash A model with with this rule automatically
A model with this rule gains the Pound special passes any Fallback Check it is required to
rule in the subsequent Melee attack when it make for any reason.
performs a Charge action.
Very Inspiring
Sneaky A model with this rule, and all friendly models
When attacking the rear arc of a model in within 9” of it, may re-roll failed Nerve tests.
Melee, rolls of 7 or 8 are Exploding! and
therefore score a hit and can be rerolled. Vicious
A model with this rule can re-roll any 1s when
Steady
making Melee attacks.
If a model with this rule is Knocked-down, roll
a die. On a 5+, the model remains standing.

35
The Rules

Magic
In the fantasy setting of Vanguard, certain
talented (or warped!) individuals can harness
and utilise arcane and mysterious magical
powers.

Casting spells
In the game, models with the ability to cast
magical spells have the SPELLCASTER Class.
Boosted Spells
All spells are Ranged Attacks using a Cast
Some spells can be Boosted by Special
action. Unless specified otherwise, normal
Abilities, by Power directly (in addition to
LOS, ranged targeting rules and damage
the normal action cost), or by taking a longer
resolution apply. A spell will specify after its
action. This will be detailed in the spell
name if it takes a short or long Cast action to
description, or the Special Ability. Where a
use. Unless also specified otherwise, spells roll
model has a Special Ability that can boost a
to attack using the Ra of the casting model.
spell (e.g. extending the range), and the spell
A model may use the Cast action more than can be boosted itself, it is possible to do both,
once in its activation. However, a model may so long as the appropriate action is taken, and
not cast the same spell more than once in a Power spent.
Turn. Unless specified otherwise, a model
If a model has a Special Ability that boosts
casting a long spell may pivot to face any
a spell’s range, it will only affect spells that
direction before the spell is cast.
explicitly list a Range (e.g. [Range 12”]).
If a model is listed as having a spell, it
automatically has access to the boosted
version too, where the spell has one.

Ongoing Spell Effects


Some spells have delayed or lasting effects.
Spell Effect tokens are provided to help
track models that have these spells cast on
them. Unless specified otherwise in the spell
The most common spells are listed on the description, Spell Effect tokens should be
following pages. Spells unique to a model removed from the board in the End Phase,
will be printed on their stat card. Typically, ending any effect they may have caused.
models will only be able to use a small number
of spells, as specified on their card.
Each spell description will state the Range
of the spell (if applicable), how many dice to
roll and then any special or unique rules that
apply.
Where the spell title line includes a number
of dice, then the spell may gain bonus dice
for Clear Shot and/or Height or by spending
Power. e.g. Fireball (Short): Range 9”, 2D8.
Where the number of dice, or a target number
to roll are specified in the spell description
and not in the title line, they are fixed. The
spell may not gain bonus dice for Clear Shot
or Height or by spending Power, and the spells
do not get the Exploding 8s! mechanic. e.g.
Heal (short): Range 6”.

36
The Rules

Vanguard Basic Spellbook


The following list details the Vanguard Basic Shockwave (long)
Spellbook.
All models (including friendly ones) of up to
Fireball (short): Range 9”, 2D8 Height 2 within 3” of the caster are moved
3” directly away from the caster. Movement
Boosted version: Cast as a long action will only be blocked by Impassable Terrain or
instead to add the Breath Special Rule to other models not affected by the Shockwave.
the spell for this casting. Move the models furthest away from the
caster first. Models cannot become Engaged
when moved by Shockwave – halt them
Hammer (long): Range 12”, 2D8 1” away if they would be. Models already
If any hits are scored, no wounds are caused. Engaged will still end up Engaged with each
Instead, the target is Knocked-down. other if both are moved.

Heal (short): Range 6” Boosted version: Cost 1 Power. As above,


Target a single friendly model in range (but but models up to Height 3 are affected for
not the caster), even if it is Engaged, and roll this casting.
3D8. For each 6+ rolled, the target recovers 1
wound previously suffered.

Boosted version: Cast as a long action


instead. As above, but for each 5+ rolled
on this casting, the target recovers 1
wound previously suffered.

Lightning Bolt (long): Range 12”,


3D8, Piercing (1), Marksman
Boosted version: Cost 2 Power. As above,
but the attack gains the Area Effect
(2” / 2D8) special rule for this casting. Stun (short): Range 12”, 2D8
Remember, this area effect does not If any hits are scored, no wounds are caused.
inherit the special rules of the initial Instead, the target is marked as Fatigued.
attack.
Windblast (long): Range 9”, 3D8
Mind Storm (long): Range 6”, 2D8, No wounds are caused. Instead, for each hit
scored, the target model is pushed back 3”
Piercing (1) directly away from the caster stopping only
LOS is not required to the target to cast this for Impassable terrain or other models. If a
spell. model is pushed into an enemy model, it stops
and is Engaged.
Shield (short)
Cast on self. No dice roll required. Caster Zap (short): Range 12”, 3D8
gains the Stealthy special rule and improves its
Armour value by 1 until the end of the round Boosted version: Cast as a long action
(e.g. Ar 5+ becomes 4+). Place a Spell Effect instead. As above, but the spell has the
marker on the caster as a reminder. Piercing (1) special rule for this attack.

37
Scenarios

Game Scenarios
Games of Vanguard are played on a space 3’
x 3’ square. The scenarios presented on the
2) Place Terrain
following pages assume this size of playing Before the game, it’s a good idea for you and
area when describing their set up. Experienced your opponent to have some terrain ready
players may choose to play on larger or to put on the battlefield. Take it in turns to
smaller areas once they are more familiar with place the terrain, or ask a third-party to place
the rules and want to try something different. it for you. Arrange it in a sensible manner,
aiming to recreate a plausible landscape of the
Although some scenarios may differ, the
fantastic and dangerous world your Warbands
standard steps for preparing for a game of
are operating in and at least 25% coverage on
Vanguard are as follows:
the table. Some scenarios may dictate some
terrain elements for you.
1) Prepare your Warband
During this stage it is vital that you agree
First of all, you and your opponent must select
with your opponent what each piece of terrain
your Warbands, up to a limit of 200 points, as
is going to be during the game – Difficult,
described in the free Warbands document on
Blocking etc. Also agree terrain heights.
the Mantic website.

38
Scenarios

3) Set up If all but one side is wiped out before the last
Round ends, the game does not automatically
After rolling for the scenario and placing end. The remaining player plays out the game
terrain, any required Objective markers or to completion.
scenario-specific items should be placed as
instructed. Objective markers will have their 6) The Winner
own rules in that scenario, as well as being
Objectives for the purposes of other rules The scenario being played will tell you what
that reference Objective markers (such as the victory conditions are to determine the
Scout). Both players now roll a die. Re-roll winner.
any ties. The player scoring highest now
chooses which side of the table will be theirs Game on!
and places (deploys) one of their models onto
the battlefield no more than 4” on from their
chosen table edge (some scenarios may have
different deployment areas or rules - use those
instead). Their opponent does the same on
their opposite side of the table. The players
keep alternating in doing this until they have
placed all of their models onto the table. The
Fallback table edges for each player will be
highlighted on the scenario map.

Player A Fallback Edge

Player A Deployment

Player B Deployment

Player B Fallback Edge


Kings of War
4) Who goes first? Vanguard is all about the events that take
place before, between and after major
Both players now roll a die. The player that
battles. They are part of a bigger story
finished deploying their models first, adds 1 to
and by combining games of Vanguard
their result. Re-roll any ties. The player that
with Mantic’s Kings of War, this larger
scores the highest chooses who takes the first
narrative can be explored.
Turn in the first Round.
In each of the scenarios that follow,
5) Duration there is a Kings of War story “hook”
presented which will tie the result of
Play the game for 5 Rounds. your Vanguard games into your next
At the end of Round 5, the player that finished linked Kings of War battle against the
activating their models first rolls a D8. On a same opponent and enemy army. Some
roll of 1-5, the game ends. On a roll of 6 or results might have effects for both sides!
more, one more Round is played and then the
game ends.

39
Scenarios

Supply Grab
A raid on a resupply to one of the armies has resulted in the few remaining supplies scattered
in the wild. One side desperately needs to retrieve what remains to bring it back to their ailing
forces and the other side is determined to stop them, thus further weakening the enemy army.

Set up
Place 3 Objective markers on the table to Player A Deployment 4”
represent the scattered remaining supplies
– these can simply be coins, or models
representing weapons, food, treasure or
similar. Markers should not be larger than
40mm across. Place one in the centre of the
table between the players, and the others 12”
away in either direction from the central one
and 4” towards the players as shown below.
Now deploy the forces using the standard set-
up as described on page 38.

The Winner
Both players are aiming to capture the
Objectives. The centre one is worth 3 Victory
Player B Deployment 4”
Points (VPs). The outer ones are worth 2 VPs
each.
Calculate the VP scores for each side at the
end of the game. The player with the most VPs Kings of War Hook
wins.
Both players will earn supplies in
relation to the number and value of
objectives they capture.
For the next KoW battle, each player
gains an additional number of points to
spend on their army equal to 1% of the
army multiplied by the number of VPs
they scored.
For Example: Player A captures objectives
totalling 4VP. With a 2000 point KoW
game to play, 1% of 2000 is 20 points.
Multiplied by 4 VPs gives 20x4 = 80 extra
points to spend. Thus Player A can select
an army up to 2080 points.
Scenario Rules
To capture an Objective, a model must be in Alternate game
base contact with it, standing, not Engaged Try playing with 5 Objective markers instead
and with no standing enemy models in base of 3. Place 1 in the middle worth 3 VPs and
contact with the same Objective. In any other then the players take it in turns to place the
condition, an Objective. cannot be claimed. others outside deployment areas and not
In this scenario, Objective markers are static, within 6” of another marker. These are worth
don’t block movement or LOS and cannot be 1VP each.
picked up or moved.  

40
Scenarios

Destroy the Baggage Train


All armies need a large baggage train to support their troops with food, money, tradesmen,
tools, victuallers, camp followers and slaves. Not to mention the siege engines and ammunition
that many armies use to batter enemy fortifications to the ground. Catching an enemy’s
baggage train poorly defended is an opportunity not to be missed!

Set up Scenario Rules


Roll off to decide who will be the Attacker and The wagons are Height 3 Impassable Terrain
the Defender. and block LOS. They count as enemy models
to the attacking Warband, have 6 Wounds
You will need 3 model wagons or carts as
each, an Ar value of 4+, and cannot be
Objective markers to represent the baggage
Knocked-down. They have no rear arc.
train. These should be on 50mm x 50mm,
As soon as they reach 0 wounds, they are
75mm x 75mm, or 50mm x 100mm bases, or as
destroyed. Once destroyed, mark them as such
near as possible.
but leave them where they are.
Set up your scenery, leaving a 4” wide “road”
across the middle line of the table, between
the two players as shown. 6”
Attacker Deployment
The Defender deploys their whole Warband
and the 3 wagons in the deployment zone
along the road. At least 1 model must be
placed in base contact with each wagon. The
wagons must be further than 6” from a table
edge and more than 6” from each other. The
Attacker then deploys their whole Warband Defender Deployment 4”
first in the areas marked on the map, with at
least 2 models in each area. Ignore the Scout
special rule during set up.

Attacker Deployment 6”

Kings of War Hook


The Winner In your next game of KoW, before
The Attacker scores 1 VP per point of damage deployment if the Attacking player
inflicted on a wagon, plus an additional 2 won, they may select the cheapest (by
VPs for each wagon destroyed. The Defender points) value Troop unit (or Regiment if
scores 1 VP per full 10 pts of enemy models no Troops) from their opponent’s army
killed. and remove them as already destroyed
Total the current VPs at the end of each (which will also count towards the KoW
round. The game ends if either side has game result) – they are not deployed. In
reached 12 VPs at the end of a Round, or addition, if the Attacker destroyed all
after the normal 5/6 Rounds. The player with three wagons, they may also remove 1
the highest VPs at the end of the game is the magical artefact from an enemy unit up
winner. to the value of 25 points.

41
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Attack the enemy camp, seize an arcane
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• Rare Items & Advanced Spells -
Equip your fighters with exotic wargear
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42

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